Dungeons and Dragons

Slip Pit


 

The hardwood floor in this hallway is highly polished.

Mechanical Trap

A pit is in the middle of the hallway. Just beyond the pit the floor is very polished and slippery.

A DC 12 Wisdom (Perception) check reveals a 10′ x 10′ area outlined by seams in the floor.

A DC 14 Wisdom (Perception) check shows that the 10′ x 10′ area just beyond the seams is more glossy than the rest of the floor.

Stepping on the seamed area causes the floor to open up into a 20′ pit. Creatures in the 10′ x 10′ area must make a DC 14 Dexterity saving throw or fall into the pit, taking 2d6 falling damage.

A creature that jumps over the pit lands on the slippery floor and must make a DC 16 Dexterity saving throw, or fall back into the 10′ x 10′ area above the pit. If the trap door is opened, the creature falls in as above. Otherwise, the creature must make a DC 14 Dexterity saving throw at disadvantage, or fall into the pit.

A creature climbing out of the pit must make a DC 12 Dexterity saving throw when the reach the top next to the glossy floor or fall back into the pit, taking 2d6 falling damage if they are not secured by anything.

The trap door over the pit can be disabled by wedging small, sturdy devices into it, such as pitons with a successful DC 14 Dexterity check. With thieves’ tools, this check has advantage.

 

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Bubble Floor


 

The dirt floor is irregularly shaped and covered in small mounds.

Mechanical Trap

Several small mounds cover the floor. Each mound is filled with flammable gas.

A DC 14 Wisdom (Perception) check detects the faint odor of gas.

A DC 14 Nature or Survival check determines that the gas is flammable.

The mounds can be avoided with a DC 12 Dexterity (Acrobatics) check each time a movement action is used. If it fails, then a mound is stepped upon and it releases the gas.

The gas ignites if there is any open flame within 10′. If it ignites, it deals 3d6 fire damage to all creatures within 10′. A successful DC 14 Dexterity saving throw reduces this damage by half.

The mounds can easily be bled of their stored gas and will not explode if there is no flame present. However, the mounds refill on their own in 1d12 + 12 hours.

 

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Stuck Door


 

A wooden door is wedged into the door frame.

Mechanical Trap

The door is supporting the wall. The wall collapses if the door is removed.

A DC 14 Intelligence (Investigation) check reveals that the frame around the door is resting its weight on the door.

The door requires a DC 16 Strength check to force open, or can be destroyed. It has AC 15 and 27 hp.

If the door is destroyed or forced open, the wall collapses. Creatures within 5 feet of the wall must succeed on a DC 14 Dexterity saving throw or take 2d6 bludgeoning damage.

A DC 14 Intelligence (Investigation) check will allow the wall to be shored up with existing materials near by. Not only will this keep the wall from falling, it will also grant advantage on checks to force the door open.

 

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Mesh Pit


 

A small wooden door leads into the side of the keep.

Mechanical Trap

The area immediately in front of the door has a trap door that covers a 60 foot deep pit. 10 feet down the pit, diamond studded fine wires have been strung in a mesh. Opening the door causes the trap door to open. The mechanism to open the pit is a small lever that is on the other side of the door. When the door opens, it pushes the lever.

A DC 14 Wisdom (Perception) check reveals that a 10′ x 10′ area in front of the door is unusually level. Clearing the area reveals a split wooden door underneath.

When the door is opened, the trap door opens up in the middle, Creatures on the 10′ x 10′ area in front of the door must make a DC 14 Dexterity saving throw or be dumped into the pit. Creatures falling into the pit take 6d6 falling damage, suffer a +4 melee attack for an additional 6d6 slashing damage.

The trap is easily disabled from the other side of the door. From the outside, it requires a DC 16 Dexterity check with thieves’ tools to jam the supports under the door, keeping them from sliding back.

 

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Pigeon Barriers


 

A ledge runs across the top of the walls near the roof.

Mechanical Trap

Small spikes covered in poison are installed on the ledge. The roof above it is thatched and steep.

The spikes can be easily seen, but only from above the ledge. They cannot be seen from the ground.

Anyone climbing up the ledge must make a DC 12 Dexterity save or be punctured by a spike for 1 piercing damage, and them must make a DC 12 Constitution saving throw or fall unconscious in 1d4+1 rounds.

If the creature falls unconscious while on the roof, they roll off and fall, taking 1d6 hp of falling damage.

If seen, the spikes can be easily avoided with a DC 10 Dexterity (Acrobatics) check.

 

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Pillory


 

This large hall has a 25 foot tall ceiling. The floor is made of shiny marble. A raised dais is at the far end of the room.

Magical Trap

This is an old throne room. It was originally made to keep people from venturing too near the throne.

When any creature gets within 30′ of the throne, six pillars rise from the floor underneath the six nearest creatures to the throne. These columns rise all the way to the ceiling.

A DC 16 Dexterity saving throw is required to jump off the column. Those that do not jump off the columns are crushed and pinned against the ceiling. The creature takes 6d6 bludgeoning damage and is restrained.

Each round a restrained creature may use an action to make a DC 16 Dexterity or Strength check to move or fall off of the pillar.

A spell or other effect that can sense the presence of magic, such as Detect Magic, reveals an aura of transmutation about the throne.

The trap on the throne can be dispelled with Dispel Magic or another similar spell or effect with a DC of 15 vs. spellcasting ability.

 

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Bear Trap Stairs


 

A red carpet runs up the dark wooden stairs.

Mechanical Trap

Halfway up, the stair top is missing from underneath the carpet. It conceals a bear trap.

A DC 12 Perception check reveals that the carpet over the missing stairs is slightly indented.

A creature that steps onto the stair must make a DC 13 Dexterity saving throw or step into the bear trap. The bear trap deals 1d4 piercing damage and stops movement. A creature may make a DC 13 Strength check as an action to open the trap and free the trapped creature. A failed check deals 1 piercing damage. While trapped, the creature is restrained.

If noticed, the trap can be easily avoided.

 

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Cannon Latch


 

A sturdy wooden gate is here. A string hangs from it, presumably to pull the latch,.

Mechanical Trap

The string does not connect to a latch; instead it connects to a cannon filled with buckshot.

A DC 14 Wisdom (Perception) check reveals that the gate has been recently repaired as the wood is newer than the surrounding materials.

If the string is pulled or the gate opened without disabling,  the cannon fires. +4 ranged attack for 3d6 piercing damage to all creatures in a 30′ cone.

The cannon trap can be disabled by simply cutting the string and feeding it back through the small hole in the gate.

 

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Powder Lock


 

A sturdy iron lock protects this chest.

Mechanical Trap

The lock is filled with black powder. The tumbler mechanism, if turned without the key, produces sparks which ignite the powder.

A DC 16 Wisdom (Perception) check  detects the smell of black powder in the lock.

The lock can be picked with a DC 16 Dexterity check with thieves’ tools. It can also be destroyed and has AC 19 with 5 hp.

If the lock pick attempt fails, or the lock is destroyed, the lock explodes, dealing 1d6 fire damage to all creatures within 5 ft. A DC 14 Dexterity saving throw reduces this damage by half. The explosion also destroys the contents of the chest.

The lock can only be disabled with a successful pick. Once opened, it can be emptied.

 

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Locked In


 

Boxes and crates fill the storeroom.

Magical Trap

A chest is hidden in the bottom of a false crate.

A DC 14 Wisdom (Perception) check on the crate reveals that the inside is smaller than the outside.

Hidden under a false bottom in the crate in a small wooden chest. The bottom can be easily lifted out. The chest is unlocked and contains a few small bags of valuables. When this small chest is opened or moved, the door to the storeroom closes and is arcane locked.

The storeroom door normally has AC 15 and 27 hp, and requires a DC 14 Strength check to break open. When it is arcane locked, the Strength check is DC 24. The lock lasts for 1 hour.

A spell or other effect that can sense the presence of magic, such as Detect Magic, reveals an aura of abjuration about the small wooden chest.

The trap on the chest can be dispelled with Dispel Magic or another similar spell or effect.

 

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